i have some problems about A* that i think its about extensions and adaptations of it for games.
1) most of examples of A star i see they just use a wall as an obstacle. but i want to know what if there is neck in the map. i want to know how can i do that the agent dont throw in necks and holes.
2) basic A* makes current position as seen list to dont search for it again but it doesnt work that the goal is moving. sometimes you have to see a point many times to follow the agent. i want to know how to fix it.
as you may find, i know the basics of A* but i dont know how to adapt it to work well in a comprehensive game. i have read that navigation meshesh are just complex extension of A*. is there a good advanced reference to tell what are good techniques to make best path finding in a game?
thank you for helping.